Game Development Community

Kent Butler's Forum Posts

Thread Post Date Posted
Attach an Audio Emitter to player I don't understand the gameplay outcome you are looking for nearly well enough to try and give a scr... read more 03/06/2016 (10:52 pm)
Attach an Audio Emitter to player I don't think so ... at least not directly. The structures to handle mounting are defined at the sha... read more 03/06/2016 (1:36 pm)
Need Help With GuiSpeedometerhud Hey James, Are you using the SpedometerGUI in a FPS context (i.e. with a FPS player attached to a... read more 03/06/2016 (12:42 pm)
Compile Torque game in ubuntu 14.04(linux) Good to know. Thanks.... read more 11/27/2015 (11:15 am)
Creating sandstorm when colliding with object(stuck) @Hazeeq: If you want to spawn a sandstorm, why are you creating an interiorInstance? Interiors wo... read more 11/27/2015 (10:58 am)
Creating sandstorm when colliding with object(stuck) @Michael: A compiled demo TGE 1.1 shipped on a companion CD with at least one important game referen... read more 11/27/2015 (10:39 am)
anyone know how to take pictures like this? This is a question as much as an answer. (also, I can't seem to see the stitched-image, so I'm going... read more 11/01/2012 (12:23 pm)
A question about TGE I'm still using TGE to complete out a demo and have also purchased a T3D studio license. My frustrat... read more 11/01/2012 (10:16 am)
Platforms Players can Ride Version 1.1 Final Question: Has anyone played with wheeled vehicles and this?... read more 01/19/2008 (9:52 am)
Platforms Players can Ride Version 1.1 @Ramen - Suggestion/Request: I noticed that you decided to change these function names. Scen... read more 01/19/2008 (9:43 am)
Platforms Players can Ride Version 1.1 I havn't checked in on this for a bit - I ended up working on my own mover class (not locked to a pa... read more 01/19/2008 (9:27 am)
Read/WritePacketData vs. PackUpdate question. Cool. Thanks.... read more 01/16/2008 (8:32 am)
Milkshape Orc If you just need a skeleton model that will work with the player .dsq files, I finally found one in ... read more 01/14/2008 (2:20 pm)
Run-Time, In-Game Object Manipulation(s) Oh yeah... One other thing was not really apparent to me when I first started researching Torque: th... read more 12/20/2007 (12:14 pm)
Run-Time, In-Game Object Manipulation(s) I'm pretty darn new to this 3d stuff myself, and hit my head up against the same issues. First, bea... read more 12/20/2007 (11:43 am)
Live video Well, it doesn't seem done yet - but is this the sort of thing you were looking for (it's the David ... read more 12/20/2007 (8:44 am)
Lightweight tickable netobject It depends on what exactly you are doing. I think that subclassing the netObject like you did is fi... read more 12/20/2007 (8:02 am)
Liquid wave depth - does this actually work? (Code spew) Holy crapola - the friggin computer's right - that WAS big.... read more 12/19/2007 (11:02 pm)
Liquid wave depth - does this actually work? (Code spew) USING THE CHANGES: From a practical standpoint, these changes add one useful function: WaterBlock::... read more 12/19/2007 (10:55 pm)
Liquid wave depth - does this actually work? (Code spew) Now, in waterBlock.h (near the top) [CODE] // MM: Depth-map Resolution. enum WaterAttribute... read more 12/19/2007 (10:54 pm)
Liquid wave depth - does this actually work? (Code spew) In fluid.h [CODE] //------------------------------------------------------------------------------... read more 12/19/2007 (10:53 pm)
Moving Collision Shape I believe that you can animate a collision mesh as long as the entire mesh is attached to a single b... read more 12/19/2007 (9:22 pm)
MWaterCoverage bug Hey, better late than never! Replying here was easier (for me) than figuring out where to post it... read more 12/19/2007 (6:39 pm)
Watercoverage issue If anyone has dead-ended here - I posted a patch to compensate for the underlying bug at the shapeba... read more 12/18/2007 (8:04 am)
MWaterCoverage bug NOTE: This is really a problem with the findObjects() function. [b]So in that respect, even after t... read more 12/18/2007 (7:56 am)
MWaterCoverage bug I know this post is old ... but it seems as good a place as any to put this... I just ran up agains... read more 12/17/2007 (8:09 pm)
Really unesesary Engine Request Wow, someone actually uses C#? Cool. Don't know why, but that possibility never occurred to me :-)... read more 09/26/2007 (7:48 am)
Really unesesary Engine Request [quote] In August, 2000, Microsoft Corporation, Hewlett-Packard and Intel Corporation co-sponsored ... read more 09/26/2007 (7:31 am)
Blowing up buildings This post is probably in the wrong place - it's not really a game idea so much as a function. Def... read more 09/26/2007 (7:14 am)
AIPlayer onStuck callback bug (?) and it's fix You have a very good point. Yes, it should work to add a zDiff check and would probably be more tho... read more 09/24/2007 (4:52 pm)
Understanding AIManager and AIPlayer When you think about it, pretty much every feature is a "convienence" and nothing more. The ones th... read more 09/21/2007 (7:58 pm)
Vehicle stuff A slightly easier solution to the brakes problem: (described by Bruce Wallace above) In wheeledVe... read more 09/19/2007 (10:04 am)
Platforms Players can Ride Version 1.1 Ok now for a dumb question: So what command is it to get the "world box center" for the pathshape? ... read more 09/13/2007 (8:34 am)
Is LOScol not needed anymore? Apparently the simple answer is no, LOS has not replaced LOSCol. I just played with this for a few ... read more 09/12/2007 (8:37 pm)
Platforms Players can Ride Version 1.1 @Terrence: is your platform centering correctly? Here's an odd situation that I've noticed before... read more 09/11/2007 (11:15 am)
Platforms Players can Ride Version 1.1 @Terrence: That's a nice quick-fixer (way less warpy than my current fix). I'm still trying to figu... read more 09/11/2007 (10:54 am)
Platforms Players can Ride Version 1.1 @joe: Thanks for the code ... this'll really help me! I'm trying for a different solution to a si... read more 09/08/2007 (11:50 am)
Platforms Players can Ride Version 1.1 I had to recreate my entire *&^%$ custom TGE C++ project (don't ask). While I was at it, I took the... read more 08/23/2007 (12:14 pm)
Platforms Players can Ride Version 1.1 Well, my first TorqueScript was less-than-perfect. It turns out there was a cascading "off-by-one" ... read more 08/23/2007 (12:03 pm)
Platforms Players can Ride Version 1.1 Oh yeah ... and a helper function for creating one of these objects! This would have come in VERY h... read more 08/06/2007 (4:52 pm)
Platforms Players can Ride Version 1.1 Here is the code described above. It's really my first torquesript program so I very well may have ... read more 08/06/2007 (4:27 pm)
Platforms Players can Ride Version 1.1 I've come across things acting a little wacky... By declaring the pathShape as part of a path in the... read more 08/06/2007 (4:10 pm)
Platforms Players can Ride Version 1.1 @Joe Thanks for the reply! Yesterday I was a winmerge virgin - today, Winmerge is my new best fri... read more 08/05/2007 (8:17 am)
Platforms Players can Ride Version 1.1 I'm having the exact same problem that Sventhors mentioned previously regarding smAmbientLight. ... read more 08/04/2007 (6:43 am)